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How Do We Teach Our Kids Code? (Autumn 2012)

This edition of the Computing at School newsletter contains articles covering:

*Coding and computer science

*Code Club and Computing ++

*Tips for teaching programming

*Codecademy

*Teaching encryption with spreadsheets

*Scratch sensorboards (picoboards)

*Robotics...

Celebrating the Genius of Alan Turing (Spring 2012)

This edition of the Computing at School newsletter, focused on the life and work of Alan Turing, contains articles covering:

*The life of Alan Turing

*Guide to Bletchley Park

*The early history of the Raspberry Pi

*GameMaker

*The Microsoft .NET Gadgeteer prototyping board

*...

Computing in the Curriculum: The Word is Out (Autumn 2011)

This edition of the Computing at School newsletter contains articles on:

*Using Scratch4Arduino in primary schools to make musical instruments

*Learning algorithms with folk dancing and fairy tales

*Kodu programming

*Developing computing schemes of work

*Functional programming...

Computing Teachers Spoilt for Choice? (Summer 2011)

This edition of the Computing a School (CAS) newsletter includes articles covering:

*Pedagogy of computational thinking and programming

*Modelling and simulation with StarLogoTNG

*Scratch and RoboMind

*Text-based programming with Small Basic

*Route finding with graphs at A-Level...

Mobile App Development goes Visual (Spring 2011)

This edition of the Computing at School newsletter covers many topics including:

*Visual development of mobile apps using App Inventor

*Active learning in computing using Lego NXT and Logo

*BYOB, an extension to Scratch that aids abstraction and extension

*Robot simulation using RoboMind...

Computing: A New Year, New Opportunities (Autumn 2010)

This edition of the Computing at School newsletter, from a time of extensive curriculum change, includes:

*Arguments for teaching computational thinking

*Introduction to Arduino

*A short article about JavaScript in secondary schools

How Computers Work

This ebook, by Roger Young, explains computers as electrical circuits consisting of switches and relays (subsequently equated to transistors). It begins with simple circuits showing how, from first principles, switches and relays work. These are then combined in increasingly complex arrangements to simulate logic...

The Imp Computer

This unplugged activity from the CS4FN team uses two examples – an insulting computer and one that can play snap – to look at simple computer programming, flow of control and logic. Everything is provided for this front-of-class activity, which would act as an effective starter for a lesson on programming concepts...

Invisible Palming

This activity from the Computer Science for Fun (CS4FN) team at QMUL is an introduction to algorithms suitable for those in upper primary school. A ‘self-working’ magic trick is shown – this is a trick that works every time, as long as the process is followed exactly. No understanding of the trick is needed by the...

Locked in Syndrome

These paired activities, from Paul Curzon of the CS4FN team, offer an interesting slant on search algorithms and their relative efficiency.

Students are asked to consider sufferers of ‘locked-in syndrome’, a condition that leaves a healthy mind inside body that is, often, completely paralysed. If the...

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